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https://github.com/libsdl-org/SDL.git
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Added support for SDL_PIXELFORMAT_ABGR8888 textures
This is the output format of stb_image for image decoding, so let's avoid a texture format conversion where possible. Also standardized SDL_PIXELFORMAT_ARGB8888 as the default texture format for all renderers.
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@@ -298,6 +298,9 @@ static SDL_PixelFormat D3D12_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat)
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case DXGI_FORMAT_B8G8R8A8_UNORM:
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case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB:
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return SDL_PIXELFORMAT_ARGB8888;
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case DXGI_FORMAT_R8G8B8A8_UNORM:
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case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB:
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return SDL_PIXELFORMAT_ABGR8888;
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case DXGI_FORMAT_B8G8R8X8_UNORM:
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case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB:
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return SDL_PIXELFORMAT_XRGB8888;
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@@ -322,6 +325,11 @@ static DXGI_FORMAT SDLPixelFormatToDXGITextureFormat(Uint32 format, Uint32 outpu
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return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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}
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case SDL_PIXELFORMAT_ABGR8888:
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if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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}
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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case SDL_PIXELFORMAT_XRGB8888:
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if (output_colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
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@@ -352,6 +360,11 @@ static DXGI_FORMAT SDLPixelFormatToDXGIMainResourceViewFormat(Uint32 format, Uin
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return DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
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}
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return DXGI_FORMAT_B8G8R8A8_UNORM;
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case SDL_PIXELFORMAT_ABGR8888:
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if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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}
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return DXGI_FORMAT_R8G8B8A8_UNORM;
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case SDL_PIXELFORMAT_XRGB8888:
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if (colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
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return DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
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@@ -3254,6 +3267,7 @@ bool D3D12_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Proper
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renderer->name = D3D12_RenderDriver.name;
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ARGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XRGB8888);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_XBGR2101010);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA64_FLOAT);
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